Table of Contents

  1. Weaver Materials
  2. Weaver Promotion
  3. Weaver Responsibilities
  4. How to Complete a Commission
  5. How to use the Noteditor
  6. Assorted Craft Policies
  7. Clothing Objects and How to Save Clothing Descs


Weaver Materials

Materials

Cotton - This material is not as widely known on Pern as it is in our world. Cotton is relatively rare- most Apprentices could not afford much cotton. This is because of the relative difficulty in growing cotton in the North's rather harsh climate. Cotton, however, is easily spun and worked with. It is very easily dyed, is rather expensive, is easy to work with, and is reasonably light, and is relatively durable. Flax - This is the most common material for weaving average clothes out of. The durable plants grows abundantly in Northern soil and is readily accessible. Most people have at least one change of clothes made out of flax for the colder parts of the year. Flax is reasonably easily dyed, is not expensive, is easy to work with, is moderately heavy, and is very durable. Sisal - This delicate material is rather rare on Pern except among the upper classes and well-to-dos of crafters. It is exceedingly difficult to work with, and the plant it is spun from is not in much abundance, making it a very prized and costly thread. Sisal is reasonably easily dyed, is very expensive, is very hard to work with, is very light, and is rather fragile. Wool - Wool is one of the most common materials in the Northern continent because of its ability to keep its wearer warm during the harsh winters. A large amount of the Weavercraft's wool comes from High Reaches Hold, where they maintain large stables of long-haired sheep. Wool is very hard to dye (generally vibrant colors are entirely unattainable), is not expensive, is relatively easy to work with, is relatively heavy, and is very durable. Leather - This is a very important material on Pern because of its good durability and relative abundance. Most of the poor-quality hide goes to writing sheets, but a lot of the good-quality hide is made into clothing. Leather is easy to dye (simple colors only), is not expensive, is relatively easy to work with, is reasonably light, and is very durable.


Weaver Promotion

The Weaver Hall has a very specific policy regarding promotion for each level:

Apprentice

Mentor - When entering the Hall, each apprentice will be assigned a mentor of jman rank or higher to work with. All commissions and projects must be submitted to mentor for approval and required changes made before delivery to client.

Projects - Assigned by mentor. Simple and basic according to desire and ability. RP with non-weavers is activity encouraged and tp suggestions are welcome.

Promotion - To be promoted to sr. apprentice, an app must complete at least three commissions from non-weaver players in a timely and IC manner. The app must be recommended by mentor or another jman or master who works with app regularly. Approval of 50% of current staff is also necessary.

Senior Apprentice

Posting - Will remain posted at Hall unless mentor of specific specialty is posted a sufficient distance away to ICly warrant transfer.

Promotion - TO be promoted to jman, a sr app must complete 4 comms from non-weaver personnel (not including ones done as an apprentice). Must also do either a jman scroll OR a jman project. The project or scroll must be approved by both mentor and staff. Promotion of sr app to jman must be recommended by mentor and ratified by 50% of staff members.

Journeyman

Activity - Must have no less than 3 non-idle hours per week to be considered for advancement. Exceptions subject to 2/3 staff approval.

Classes - Must have attended at least 50% of curriculum classes since joining craft.

Teaching - Must be available to teach and have taught at least on assigned class, based on either a lesson already written up or one prepared by the jman.

Promotion - To become a master, a jman must complete 5 non-weaver commissions, including at least one tapestry and one clothing object. A master project is required, normally something involving a tp or large-scale commission (such as remodeling a hold or orchestrating a tp involving several other players and furthering weaver activities).

Master

Teaching - Must be willing and available to fill in for a jman unable to teach an assigned lesson, sometimes without notice, and also have taught at least 2 lessons as a jman.

Responsibilities - Masters are expected to mentor apprentices and jman, helping them to accustom themselves to the craft and instructing them in matters both IC and OOC. They help to arrange and run tps. Much of their duties are administratial, but they are still expected to RP and complete commissions.

If you have any questions or problems, please @mail one of the Weaver Staff: Bronwyn, Lana, or Annest.


Weaver Responsibilities

Since the move to Ista, with the main Hall remaining at Boll, the responsibilities for each position have been modified slightly. Most of these changes are OOC since the IC aspects of these changes would still remain with the Hall in Boll. To obtain a list of these specific responsibilies see the list below:

Craftmaster

The OOC Craftmaster is responsible for most of the minutia involved in running the Hall. He/She will deal with most OOC problems and be in charge of making sure that the Hall's policies are maintained. Part of the OOC responsibilities are to keep up the Hall's IC area, rooms and such, as well as any coding that needs to be done. Because of these duties, her/his time won't be as available as before. However, the Cm is also responsible for taking commissions for the Hall when asked and also completing some of those. She/He must try to RP with the members of the craft on a regular basis as well.

CraftSecond

The OOC CraftSecond is in charge mainly of the classes that the Hall teaches and oversees the mentor program. He/She will maintain a current list online of the standing of each weaver in classes and make her/himself available to teach these regularly as well as coordinating the lessons taught by other jman and masters. This is the person you need to see about getting your lessons for promotion as well as for coordinating your teaching for promotion. She/He is also responsible for taking commissions, assigning them to weavers and ensuring that all commissions are completed in a timely manner.

The rest of these descriptions will be completed shortly. Please contact Bronwyn with questions in the meantime.


How to Complete a Commission

This is a rough guide on how to take and complete a commission for the craft. These steps will differ slightly depending on what the commission is for, i.e. an outfit, a tapestry, a room desc, and on whom it's being done for. If you have any questions, please ask your mentor or another jman or master.

1. There are a few ways to get a commission assigned to you. A great way to start is to check the commissions board by typing: comm list. This command lists the job number, the client, the weaver's name (if one has already been assigned) and the current job status. If you see a commission that is as yet unassigned, please use the command to see any special instructions. If no special instructions are listed, you should check with your mentor and then use the command to sign yourself up for that job. You can also get a comm if someone pages you while you're online. In any case, once you have a comm, you can move on to the next step.

2. Now you need to schedule an IC meeting with your client to discuss what they want. Normally, weavers have their clients meet them in the weaverhall workroom, but there's no reason you can't do this meeting somewhere else. You want to rp with your client and find out exactly what they want, details such as fabric, color, style, and when the completed desc is needed by. You should also rp taking their measurements now. It's very important to either take notes or make a capture file during this meeting so you remember all the important details when you sit down to write up the desc. Also ask your client whether they want their comm made into a clothing object or simply a desc that they can save to their change list (if you don't understand the difference between these two options, check with your mentor). Now is also the time to agree on a rough price.

3. Once you have the needed info, you can start the fun part - actually writing up the description. It's very important to always put everything you write into your sketchbook. Create a new chapter (write # on My Sketchbook) and then use the noteditor (@notedit My Sketchbook.chapter#). Once you've written the description and read through for typos, have your mentor check it over. He/She may suggest some changes, in which case you need to edit the desc and rewrite until it passes muster. Having gained your mentor's approval, move on to the next step. If your client wants an object, this is the time to @create the object, transfer the description and set the other messages on the obj.

4. Now it's time for more fun rp. Contact your client and schedule a second meeting. You can rp an IC fitting while you OOCly point them to the relevant chapter in your sketchbook. If they want any changes, then you'll need to go back to step 3 and revise, scheduling another IC fitting once you've finished revising. If your client is pleased with what you've written, you can @chown the object to his quota or have him save the description to his change list. Lastly, make sure to collect payment and notify your mentor or CM/C2 that the commission has been completed so they can mark this off on the record board. Use the command to remove the job from the active listings.


How to use the Noteditor

If there is anything both helpfull and annoying, then it is the note editor we use to create our outfits. There are many commands, some confusing and some are obvious, but there are only a few that you really need to know about to make a basic outfit.

The first command you need to know is how to get in the noteditor. By typing <@notedit> you will get into the editor, but you must also state /what/ you are going to edit. That's when you must type @notedit and the property you are editing. For example: @notedit me.description
That tells the noteditor that you wish to edit your own description. For anything else, you use the same format.

Such as @notedit #ofobject.description or your own plan in your +finger file. You'll need to @prop me.plan "" then @notedit me.plan to write in your plan.

Once inside the editor, there are several commands you'll need to know. The first is the easiest: " This key <"> must precede every new line that needs to be entered. So if you type "This dress is blue. The result will be...

This dress is blue.

For some people, especially those on raw Telnet, you have a limit on how many letters you can type on a line, that's what the <:> is for. Whenever you precede the line with a colon, you will continue on the indicated line. Therefore if you type : This dress also has white lace on the hem. The result is...

This dress is blue. This dress also has white lace on the hem.

Remember, the colon /is/ space sensitive, so if you don't put the proper spaces after : then you'll get something else. :This dress also has laces.

This dress is blue.This dress also has laces.

Then next command will help you if your desc is more than one line long and you wish to go back and alter the line. By typing: ins # you will return to the line /above/ the # you type. So if you type: ins 3 Then whatever you change or add will be done to line _2_ not 3!

Another very helpful command is: s/ / By typing this command you get to substitute words and phrases in a line without having to retype it all.

Ex: This dress is blue. This dress also has lace.

s/This dress is blue. This dress also has/This dress is blue with

You'll get...

This dress is blue with lace.

This command is also space sensitive. The tells the editor that you want to substitute something, the words after the first / tells it which words you are replacing. The words after the second / is what you are replacing it with. Be aware that if you don't include enough words in the first section, the editor will not be able to tell what words you are changing and nothing will be altered. If you add a number after a third / then you will correct the error on that line number.

Ex. s/This dress is blue/This gown is green/3

This will replace the words with the proper substitutions in line 3.


Assorted Craft Policies

*Policy on Books and Quota
Most everyone who is a Sr. Apprentice or above in weavercraft will be upped to 60K. Additional ranks may get more quota. Please keep in mind, however, that this increase is /not/ a 'reward' for advancement or anything of that nature. It is strictly defined as compensation for the increased quota use of the books, at least in this craft. You may, if you feel it necessary, appeal to me (in writing please) for a quota increase. However, be warned: I will /not/ be increasing quota for personal reasons (i.e. you've got a lot of junk and need more quota), only for craft needs.

*Policy on Reusing Descs
Descs written for comms should not be sold to another customer. It's not really fair to give out exact copies of something that someone ordered to other people; I think there is some expectation by our clients that what they get when they commission something is one of a kind. That said, descs that aren't written especially for one customer can be copied...sorta. I'd really prefer that when you sell multiple copies of a design that you alter each one so that they are not exactly alike. To give an example, I might make a sarong design for the gather and make a few copies of it in different colors with varying sorts of embellishments. Because I didn't make it for a certain person and since the copies are each different, it's okay to sell them. If you have questions about this, please just ask a staffmember.

*List of Specialties within the Craft
1) Weaver - weaves the cloth, spins the fiber
2) Printer - prints patterns, colors on cloth
3) Designer
4) Tailor (3 and 4 sort of go together)
5) Tapestry Weaver
6) Dyer
7) Tanner, Leatherworker
Everyone would have basic knowledge of each specialty

*Policy on Cross-crafting
Craft policy on this would be that if you'd like to cross with another craft that you mail a proposal to the staff members, which at the moment are Bronwyn, Kiara, Annest and Lana. This proposal should contain the craft you wish to go to, the reason you want to go (IC and OOC), and an outline of the TP you plan to RP in which to do this. From there, we'll contact the Leader of that area and discuss it with him/her and then advise the apprentice/jman of the decision. This only applies to apprentices and journeyman. Masters would already be so involved with this craft that I think it mostly inapplicable for them.


Clothing Objects and How to Save Clothing Descs

Now that you've written that wonderful desc and your mentor has okayed it, you need to get it on your client. How to do that? Well, there are several routes one can take:

1. If your sketchbook is a child of the #6397, the Generic Descs Book, the client can simply type 'wear # from Book' to put the desc in his/her .wearing_msg. To save the desc, he/she must then type 'adddesc OutfitName'. This is probably the easiest way to do things. However, I don't recommend that you use the a descs book for your sketchbook; it makes it way too easy for people to filch descs from you.

2. If your book is a child of #108, the Generic Book (and if you're not sure, type '@parents Book' to see), then you have to add some steps to the procedure outlined above. Have your client '@notedit Sketchbook.chapter#' and then type 'save me.wearing_msg'. Then they need to do 'adddesc OutfitName'.

3. Clothing Objects. Check this space later.


Converted to HTML from (#5788)Weaver Reference Book on the Harper's Tale MOO on Thu Jun 19 12:31:55 1997 CDT.

Back to Library 1